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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp206
1 files changed, 135 insertions, 71 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 5f2f1510c..ffe26b241 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -14,6 +14,7 @@
#include "common/alignment.h"
#include "common/assert.h"
#include "common/common_types.h"
+#include "common/logging/log.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
@@ -36,7 +37,6 @@ using namespace std::string_literals;
using namespace VideoCommon::Shader;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
-using ShaderStage = Tegra::Engines::Maxwell3D::Regs::ShaderStage;
using Operation = const OperationNode&;
enum class Type { Bool, Bool2, Float, Int, Uint, HalfFloat };
@@ -46,7 +46,7 @@ using TextureArgument = std::pair<Type, Node>;
using TextureIR = std::variant<TextureAoffi, TextureArgument>;
constexpr u32 MAX_CONSTBUFFER_ELEMENTS =
- static_cast<u32>(RasterizerOpenGL::MaxConstbufferSize) / (4 * sizeof(float));
+ static_cast<u32>(Maxwell::MaxConstBufferSize) / (4 * sizeof(float));
class ShaderWriter {
public:
@@ -161,9 +161,13 @@ std::string FlowStackTopName(MetaStackClass stack) {
return fmt::format("{}_flow_stack_top", GetFlowStackPrefix(stack));
}
+constexpr bool IsVertexShader(ProgramType stage) {
+ return stage == ProgramType::VertexA || stage == ProgramType::VertexB;
+}
+
class GLSLDecompiler final {
public:
- explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage,
+ explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ProgramType stage,
std::string suffix)
: device{device}, ir{ir}, stage{stage}, suffix{suffix}, header{ir.GetHeader()} {}
@@ -191,10 +195,12 @@ public:
// TODO(Subv): Figure out the actual depth of the flow stack, for now it seems
// unlikely that shaders will use 20 nested SSYs and PBKs.
- constexpr u32 FLOW_STACK_SIZE = 20;
- for (const auto stack : std::array{MetaStackClass::Ssy, MetaStackClass::Pbk}) {
- code.AddLine("uint {}[{}];", FlowStackName(stack), FLOW_STACK_SIZE);
- code.AddLine("uint {} = 0u;", FlowStackTopName(stack));
+ if (!ir.IsFlowStackDisabled()) {
+ constexpr u32 FLOW_STACK_SIZE = 20;
+ for (const auto stack : std::array{MetaStackClass::Ssy, MetaStackClass::Pbk}) {
+ code.AddLine("uint {}[{}];", FlowStackName(stack), FLOW_STACK_SIZE);
+ code.AddLine("uint {} = 0u;", FlowStackTopName(stack));
+ }
}
code.AddLine("while (true) {{");
@@ -244,24 +250,22 @@ public:
usage.is_read, usage.is_written);
}
entries.clip_distances = ir.GetClipDistances();
+ entries.shader_viewport_layer_array =
+ IsVertexShader(stage) && (ir.UsesLayer() || ir.UsesViewportIndex());
entries.shader_length = ir.GetLength();
return entries;
}
private:
- using OperationDecompilerFn = std::string (GLSLDecompiler::*)(Operation);
- using OperationDecompilersArray =
- std::array<OperationDecompilerFn, static_cast<std::size_t>(OperationCode::Amount)>;
-
void DeclareVertex() {
- if (stage != ShaderStage::Vertex)
+ if (!IsVertexShader(stage))
return;
DeclareVertexRedeclarations();
}
void DeclareGeometry() {
- if (stage != ShaderStage::Geometry) {
+ if (stage != ProgramType::Geometry) {
return;
}
@@ -280,22 +284,35 @@ private:
}
void DeclareVertexRedeclarations() {
- bool clip_distances_declared = false;
-
code.AddLine("out gl_PerVertex {{");
++code.scope;
code.AddLine("vec4 gl_Position;");
- for (const auto o : ir.GetOutputAttributes()) {
- if (o == Attribute::Index::PointSize)
- code.AddLine("float gl_PointSize;");
- if (!clip_distances_declared && (o == Attribute::Index::ClipDistances0123 ||
- o == Attribute::Index::ClipDistances4567)) {
+ for (const auto attribute : ir.GetOutputAttributes()) {
+ if (attribute == Attribute::Index::ClipDistances0123 ||
+ attribute == Attribute::Index::ClipDistances4567) {
code.AddLine("float gl_ClipDistance[];");
- clip_distances_declared = true;
+ break;
}
}
+ if (!IsVertexShader(stage) || device.HasVertexViewportLayer()) {
+ if (ir.UsesLayer()) {
+ code.AddLine("int gl_Layer;");
+ }
+ if (ir.UsesViewportIndex()) {
+ code.AddLine("int gl_ViewportIndex;");
+ }
+ } else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && IsVertexShader(stage) &&
+ !device.HasVertexViewportLayer()) {
+ LOG_ERROR(
+ Render_OpenGL,
+ "GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
+ }
+
+ if (ir.UsesPointSize()) {
+ code.AddLine("float gl_PointSize;");
+ }
--code.scope;
code.AddLine("}};");
@@ -323,11 +340,16 @@ private:
}
void DeclareLocalMemory() {
- if (const u64 local_memory_size = header.GetLocalMemorySize(); local_memory_size > 0) {
- const auto element_count = Common::AlignUp(local_memory_size, 4) / 4;
- code.AddLine("float {}[{}];", GetLocalMemory(), element_count);
- code.AddNewLine();
+ // TODO(Rodrigo): Unstub kernel local memory size and pass it from a register at
+ // specialization time.
+ const u64 local_memory_size =
+ stage == ProgramType::Compute ? 0x400 : header.GetLocalMemorySize();
+ if (local_memory_size == 0) {
+ return;
}
+ const auto element_count = Common::AlignUp(local_memory_size, 4) / 4;
+ code.AddLine("float {}[{}];", GetLocalMemory(), element_count);
+ code.AddNewLine();
}
void DeclareInternalFlags() {
@@ -381,12 +403,12 @@ private:
const u32 location{GetGenericAttributeIndex(index)};
std::string name{GetInputAttribute(index)};
- if (stage == ShaderStage::Geometry) {
+ if (stage == ProgramType::Geometry) {
name = "gs_" + name + "[]";
}
std::string suffix;
- if (stage == ShaderStage::Fragment) {
+ if (stage == ProgramType::Fragment) {
const auto input_mode{header.ps.GetAttributeUse(location)};
if (skip_unused && input_mode == AttributeUse::Unused) {
return;
@@ -398,7 +420,7 @@ private:
}
void DeclareOutputAttributes() {
- if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
+ if (ir.HasPhysicalAttributes() && stage != ProgramType::Fragment) {
for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
DeclareOutputAttribute(ToGenericAttribute(i));
}
@@ -520,7 +542,7 @@ private:
constexpr u32 element_stride{4};
const u32 address{generic_base + index * generic_stride + element * element_stride};
- const bool declared{stage != ShaderStage::Fragment ||
+ const bool declared{stage != ProgramType::Fragment ||
header.ps.GetAttributeUse(index) != AttributeUse::Unused};
const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
code.AddLine("case 0x{:x}: return {};", address, value);
@@ -624,7 +646,7 @@ private:
}
if (const auto abuf = std::get_if<AbufNode>(&*node)) {
- UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
+ UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ProgramType::Geometry,
"Physical attributes in geometry shaders are not implemented");
if (abuf->IsPhysicalBuffer()) {
return fmt::format("readPhysicalAttribute(ftou({}))",
@@ -679,6 +701,9 @@ private:
}
if (const auto lmem = std::get_if<LmemNode>(&*node)) {
+ if (stage == ProgramType::Compute) {
+ LOG_WARNING(Render_OpenGL, "Local memory is stubbed on compute shaders");
+ }
return fmt::format("{}[ftou({}) / 4]", GetLocalMemory(), Visit(lmem->GetAddress()));
}
@@ -708,7 +733,7 @@ private:
std::string ReadAttribute(Attribute::Index attribute, u32 element, const Node& buffer = {}) {
const auto GeometryPass = [&](std::string_view name) {
- if (stage == ShaderStage::Geometry && buffer) {
+ if (stage == ProgramType::Geometry && buffer) {
// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
// set an 0x80000000 index for those and the shader fails to build. Find out why
// this happens and what's its intent.
@@ -720,10 +745,10 @@ private:
switch (attribute) {
case Attribute::Index::Position:
switch (stage) {
- case ShaderStage::Geometry:
+ case ProgramType::Geometry:
return fmt::format("gl_in[ftou({})].gl_Position{}", Visit(buffer),
GetSwizzle(element));
- case ShaderStage::Fragment:
+ case ProgramType::Fragment:
return element == 3 ? "1.0f" : ("gl_FragCoord"s + GetSwizzle(element));
default:
UNREACHABLE();
@@ -744,7 +769,7 @@ private:
// TODO(Subv): Find out what the values are for the first two elements when inside a
// vertex shader, and what's the value of the fourth element when inside a Tess Eval
// shader.
- ASSERT(stage == ShaderStage::Vertex);
+ ASSERT(IsVertexShader(stage));
switch (element) {
case 2:
// Config pack's first value is instance_id.
@@ -756,7 +781,7 @@ private:
return "0";
case Attribute::Index::FrontFacing:
// TODO(Subv): Find out what the values are for the other elements.
- ASSERT(stage == ShaderStage::Fragment);
+ ASSERT(stage == ProgramType::Fragment);
switch (element) {
case 3:
return "itof(gl_FrontFacing ? -1 : 0)";
@@ -778,7 +803,7 @@ private:
return value;
}
// There's a bug in NVidia's proprietary drivers that makes precise fail on fragment shaders
- const std::string precise = stage != ShaderStage::Fragment ? "precise " : "";
+ const std::string precise = stage != ProgramType::Fragment ? "precise " : "";
const std::string temporary = code.GenerateTemporary();
code.AddLine("{}float {} = {};", precise, temporary, value);
@@ -803,6 +828,45 @@ private:
return CastOperand(VisitOperand(operation, operand_index), type);
}
+ std::optional<std::pair<std::string, bool>> GetOutputAttribute(const AbufNode* abuf) {
+ switch (const auto attribute = abuf->GetIndex()) {
+ case Attribute::Index::Position:
+ return std::make_pair("gl_Position"s + GetSwizzle(abuf->GetElement()), false);
+ case Attribute::Index::LayerViewportPointSize:
+ switch (abuf->GetElement()) {
+ case 0:
+ UNIMPLEMENTED();
+ return {};
+ case 1:
+ if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
+ return {};
+ }
+ return std::make_pair("gl_Layer", true);
+ case 2:
+ if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
+ return {};
+ }
+ return std::make_pair("gl_ViewportIndex", true);
+ case 3:
+ UNIMPLEMENTED_MSG("Requires some state changes for gl_PointSize to work in shader");
+ return std::make_pair("gl_PointSize", false);
+ }
+ return {};
+ case Attribute::Index::ClipDistances0123:
+ return std::make_pair(fmt::format("gl_ClipDistance[{}]", abuf->GetElement()), false);
+ case Attribute::Index::ClipDistances4567:
+ return std::make_pair(fmt::format("gl_ClipDistance[{}]", abuf->GetElement() + 4),
+ false);
+ default:
+ if (IsGenericAttribute(attribute)) {
+ return std::make_pair(
+ GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement()), false);
+ }
+ UNIMPLEMENTED_MSG("Unhandled output attribute: {}", static_cast<u32>(attribute));
+ return {};
+ }
+ }
+
std::string CastOperand(const std::string& value, Type type) const {
switch (type) {
case Type::Bool:
@@ -999,6 +1063,8 @@ private:
const Node& src = operation[1];
std::string target;
+ bool is_integer = false;
+
if (const auto gpr = std::get_if<GprNode>(&*dest)) {
if (gpr->GetIndex() == Register::ZeroIndex) {
// Writing to Register::ZeroIndex is a no op
@@ -1007,27 +1073,16 @@ private:
target = GetRegister(gpr->GetIndex());
} else if (const auto abuf = std::get_if<AbufNode>(&*dest)) {
UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
-
- target = [&]() -> std::string {
- switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
- case Attribute::Index::Position:
- return "gl_Position"s + GetSwizzle(abuf->GetElement());
- case Attribute::Index::PointSize:
- return "gl_PointSize";
- case Attribute::Index::ClipDistances0123:
- return fmt::format("gl_ClipDistance[{}]", abuf->GetElement());
- case Attribute::Index::ClipDistances4567:
- return fmt::format("gl_ClipDistance[{}]", abuf->GetElement() + 4);
- default:
- if (IsGenericAttribute(attribute)) {
- return GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement());
- }
- UNIMPLEMENTED_MSG("Unhandled output attribute: {}",
- static_cast<u32>(attribute));
- return "0";
- }
- }();
+ const auto result = GetOutputAttribute(abuf);
+ if (!result) {
+ return {};
+ }
+ target = result->first;
+ is_integer = result->second;
} else if (const auto lmem = std::get_if<LmemNode>(&*dest)) {
+ if (stage == ProgramType::Compute) {
+ LOG_WARNING(Render_OpenGL, "Local memory is stubbed on compute shaders");
+ }
target = fmt::format("{}[ftou({}) / 4]", GetLocalMemory(), Visit(lmem->GetAddress()));
} else if (const auto gmem = std::get_if<GmemNode>(&*dest)) {
const std::string real = Visit(gmem->GetRealAddress());
@@ -1038,7 +1093,11 @@ private:
UNREACHABLE_MSG("Assign called without a proper target");
}
- code.AddLine("{} = {};", target, Visit(src));
+ if (is_integer) {
+ code.AddLine("{} = ftoi({});", target, Visit(src));
+ } else {
+ code.AddLine("{} = {};", target, Visit(src));
+ }
return {};
}
@@ -1351,14 +1410,10 @@ private:
return fmt::format("{}[{}]", pair, VisitOperand(operation, 1, Type::Uint));
}
- std::string LogicalAll2(Operation operation) {
+ std::string LogicalAnd2(Operation operation) {
return GenerateUnary(operation, "all", Type::Bool, Type::Bool2);
}
- std::string LogicalAny2(Operation operation) {
- return GenerateUnary(operation, "any", Type::Bool, Type::Bool2);
- }
-
template <bool with_nan>
std::string GenerateHalfComparison(Operation operation, const std::string& compare_op) {
const std::string comparison{GenerateBinaryCall(operation, compare_op, Type::Bool2,
@@ -1555,6 +1610,14 @@ private:
return {};
}
+ std::string BranchIndirect(Operation operation) {
+ const std::string op_a = VisitOperand(operation, 0, Type::Uint);
+
+ code.AddLine("jmp_to = {};", op_a);
+ code.AddLine("break;");
+ return {};
+ }
+
std::string PushFlowStack(Operation operation) {
const auto stack = std::get<MetaStackClass>(operation.GetMeta());
const auto target = std::get_if<ImmediateNode>(&*operation[0]);
@@ -1573,7 +1636,7 @@ private:
}
std::string Exit(Operation operation) {
- if (stage != ShaderStage::Fragment) {
+ if (stage != ProgramType::Fragment) {
code.AddLine("return;");
return {};
}
@@ -1624,7 +1687,7 @@ private:
}
std::string EmitVertex(Operation operation) {
- ASSERT_MSG(stage == ShaderStage::Geometry,
+ ASSERT_MSG(stage == ProgramType::Geometry,
"EmitVertex is expected to be used in a geometry shader.");
// If a geometry shader is attached, it will always flip (it's the last stage before
@@ -1635,7 +1698,7 @@ private:
}
std::string EndPrimitive(Operation operation) {
- ASSERT_MSG(stage == ShaderStage::Geometry,
+ ASSERT_MSG(stage == ProgramType::Geometry,
"EndPrimitive is expected to be used in a geometry shader.");
code.AddLine("EndPrimitive();");
@@ -1657,7 +1720,7 @@ private:
return "utof(gl_WorkGroupID"s + GetSwizzle(element) + ')';
}
- static constexpr OperationDecompilersArray operation_decompilers = {
+ static constexpr std::array operation_decompilers = {
&GLSLDecompiler::Assign,
&GLSLDecompiler::Select,
@@ -1741,8 +1804,7 @@ private:
&GLSLDecompiler::LogicalXor,
&GLSLDecompiler::LogicalNegate,
&GLSLDecompiler::LogicalPick2,
- &GLSLDecompiler::LogicalAll2,
- &GLSLDecompiler::LogicalAny2,
+ &GLSLDecompiler::LogicalAnd2,
&GLSLDecompiler::LogicalLessThan<Type::Float>,
&GLSLDecompiler::LogicalEqual<Type::Float>,
@@ -1789,6 +1851,7 @@ private:
&GLSLDecompiler::ImageStore,
&GLSLDecompiler::Branch,
+ &GLSLDecompiler::BranchIndirect,
&GLSLDecompiler::PushFlowStack,
&GLSLDecompiler::PopFlowStack,
&GLSLDecompiler::Exit,
@@ -1805,6 +1868,7 @@ private:
&GLSLDecompiler::WorkGroupId<1>,
&GLSLDecompiler::WorkGroupId<2>,
};
+ static_assert(operation_decompilers.size() == static_cast<std::size_t>(OperationCode::Amount));
std::string GetRegister(u32 index) const {
return GetDeclarationWithSuffix(index, "gpr");
@@ -1869,7 +1933,7 @@ private:
}
u32 GetNumPhysicalInputAttributes() const {
- return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
+ return IsVertexShader(stage) ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
}
u32 GetNumPhysicalAttributes() const {
@@ -1882,7 +1946,7 @@ private:
const Device& device;
const ShaderIR& ir;
- const ShaderStage stage;
+ const ProgramType stage;
const std::string suffix;
const Header header;
@@ -1913,7 +1977,7 @@ std::string GetCommonDeclarations() {
MAX_CONSTBUFFER_ELEMENTS);
}
-ProgramResult Decompile(const Device& device, const ShaderIR& ir, Maxwell::ShaderStage stage,
+ProgramResult Decompile(const Device& device, const ShaderIR& ir, ProgramType stage,
const std::string& suffix) {
GLSLDecompiler decompiler(device, ir, stage, suffix);
decompiler.Decompile();